Ghul

Family: Demon Lords

Large fiend (demon), chaotic evil

Armor Class 19 (natural armor)
Hit Points 266 (28d10 + 112)
Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 65 (+2) 29 (+4) 48 (+4) 40 (+5) 50 (+5)

Saving Throws Str +12, Dex +8, Con +10, Wis +11
Skills Arcana +10, Intimidation +11, Perception +11
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses truesight 120 ft., passive Perception 21
Languages Abyssal, telepathy 120 ft.
Challenge 19 (22,000 XP)

SPECIAL TRAITS

  • Innate Spellcasting. Ghul’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ghul can innately cast the following spells, requiring no material components:
  • Magic Resistance. Ghul has advantage on saving throws against spells and other magical effects.
  • Stench. Any creature other than a demon that starts its turn within 10 feet of Ghul must make a DC 18 Constitution saving throw or take 17 (5d6) necrotic damage on a failure or half as much on a success. If the target fails the saving throw by 5 or more, it also suffers one level of exhaustion.
  • Teleport. Ghul magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

ACTIONS

  • Multiattack. Ghul makes one Bite attack and two Claw attacks. She can use Paralyzing Spittle in place of any melee attack.
  • Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) damage.
  • Paralyzing Spittle. Ranged Weapon Attack: +8 to hit, range 20/60 ft. Hit: 14 (4d6) acid damage. If the target is a creature, it must make a DC 19 Constitution saving throw or become paralyzed. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Summon Demon or Ghulaz (1/day). Ghul summons 1d3 vrocks, 1d2 hezrous, or 1d3 ghulaz with no chance of failure. A summoned demon or ghulaz appears in an unoccupied space within 60 feet of Ghul and obeys Ghul’s telepathic commands (no action required). It can’t summon other creatures. It remains for one minute, until it or Ghul dies, or until Ghul dismisses it as an action. It rolls initiative and acts on its own turn.

LEGENDARY ACTIONS

Ghul can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ghul regains spent legendary actions at the start of his turn.

  • Claw. Ghul makes a Claw attack.
  • Decomposing Burst (Costs 2 Actions). Ghul discharges magical, corrupting energy. Each creature of her choice in a 10-foot radius must make a DC 19 Constitution saving throw, taking 21 (6d6) necrotic damage on a failure or half as much on a success.
  • Teleport. Ghul uses teleport.

ABOUT

Ghul is a 12-foot-tall, misshapen female creature, the mother of all ghulaz. Her bestial face combines the worst features of a hound, a baboon, and a woman, twisted in a leering, fanged visage of demonic appearance. Her long arms are corded with muscle and terminate in clawed hands; her feet are similarly ugly and clawed. The overall impression of her bodes horror most malevolent.

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Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb

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